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Unplug Your Computer Science Curriculum!

Unplug Your Computer Science Curriculum!

by NCWIT Staff
May 13, 2008



NCWIT has added another Program-in-a-Box to our resource library: Computer Science-in-a-Box: Unplug Your Curriculum. This box introduces fundamental building blocks of computer science to K-12 students -- without using computers! Computer Science-in-a-Box is designed primarily for use with kids ages 9 to 14, and its activities teach students how computers work by explainng critical mathematics concepts such as number systems, algorithms, and logic.

Computer Science-in-a-Box is an abbreviated version of the popular Computer Science Unplugged curriculum, created by Tim Bell, Mike Fellows, and Ian Whitten. It gives teachers and students access to the fun, kinesthetic activities that teach computing concepts, and includes videos associated with each activity. If Computer Science-in-a-Box whets your appetite for more activities, you can download the entire Computer Science Unplugged curriculum book for free at http://csunplugged.com.

Have fun, and when you're done, let us know what you think!

 

 

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Tech It Out Needs Your Input

Tech It Out Needs Your Input

by Benita Fitzgerald Mosley
April 30, 2008



Women in Cable Telecommunications (WICT) is embarking on a critical research project to measure the perceptions of career opportunities for women in technology, and to collect insights on women’s experiences, motivators, and career preferences in technology and potentially the cable industry.

If you are a woman working in a technical field and are interested in participating in a short telephone interview, please follow this link to enter your confidental contact information. A researcher will contact you shortly to conduct the interview. Please feel free to share this request with your female friends and colleagues working in technical fields.

The findings of our study will help to inform WICT of the most effective way for industries to promote careers in technology and help us better understand how the cable industry might be more appealing to women working in technology.

WICT is the oldest and largest organization serving women professionals in cable and telecommunications. WICT creates bold, self-empowered leaders through advocacy and leadership training.

WICT Tech It Out promotes cable technology opportunities to women who are already employed in the cable industry, but are not fully aware of the options available to them. Additionally, the program showcases the cable technology industry to women in other professions (i.e. engineering or IT) who have the necessary skills sets but not the knowledge of cable as a career path option.

 

Benita Fitzgerald Mosley is President & CEO of WICT.



Tags:
Gender


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Game Design Summer Camp for Rising 9th and 10th Graders

Game created in 2007 camp

Game Design Summer Camp for Rising 9th and 10th Graders

by Dr. Scott Leutenegger
Professor and Game Development Director
April 27, 2008



 

Thanks to a genourous grant from the National Science Foundation and support from Electronic Arts, P4Games at the Univeristy of Denver invites applications from girls going into 9th and 10th grades for full scholarships to attend our residential summer Game Design Camp.

From July 6-18. students can experience living on a college campus at a top-rated school. Participants will explore game development as a possible career and partake in the entire process of 2D game creation: design, art creation, and techinical programming. Night time will be spent working on projects as well as playing games. (The images above are from a game created by a 14-year-old girl during the 2007 summer camp.)

To apply visit: www.gamecamp.du.edu.

P4Games (Pixels, Programming, Play & Pedagogy) explores the creation of interactive videogames as a holistic, project-based teaching method in high schools. The creation of videogames requires the integration of visual arts (pixels), computer programming (programming), and game design (play). P4Games has two primary activities: to "teach the teachers" through the Teacher Game Institute (TGI); and to teach videogame creation skills directly to high school students during residential summer camps, in order to increase student interest in art, design, math, and technology.

If you know young women in Colorado who would be interested in this Game Design summer camp opportunity, please help us get the word out. You can learn more about our program by visiting our website, or download this flyer and pass it on to young women or their parents.


Scott Leutenegger is Professor and Director of Game Development Programs in the Department of Computer Science at the University of Denver.


Tags:
Education
Gender


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Best Young Entrepreneurs of Tech

courtesy BusinessWeek

Best Young Entrepreneurs of Tech

by Jenny Slade
April 18, 2008



BusinessWeek has a special report out now on the Best Young Entrepreneurs of Tech. The report includes several features that look at groups of young technology innovators: Twentysomething Entrepreneurs, Tech's Next Gen: the Best and Brightest, Under-30, Cutting Edge, and Academia's Brightest Stars.

Guess what?  Of the more than 45 young people profiled in this report, only three are women.  The rest are men, or teams of men, and only a few of these are men of color.

The three women featured certainly deserve their recognition: Sandy Jen and Elaine Wherry are co-founders of the web-based, instant-messaging site, meebo (NCWIT interviewed Elaine for our Entrepreneurial Heroes series); and Christina Jones is a Harvard MBA grad and former software entrepreneur whose new company provides innovative fertility options for freezing eggs.

Interestingly, the article on under-30 entrepreneurs asked them what advice they would give to young, would-be entrepreneurs.  Here's a sampling of what they said:

Surround yourself with smart people.
Find a niche in the industry.
Take risks.
Love what you're doing.
Be patient. 

All of this advice seeems pretty gender neutral, right?

Let's take a look at some other numbers.  According to the Center for Women's Business Research, women-owned businesses account for 55 percent of new startups.  The Department of Labor's Bureau of Labor Statistics tells us that women hold more than half of all professional occupations in the U.S. workforce. Yet these same two sources also tell us that women represent less than 27 percent of the IT workforce, and that women start fewer than 5 percent of IT companies.  From these numbers, we can conclude that women are starting businesses, and they're contributing to the workforce.  But they're not doing it in tech. Why?

An NCWIT literature review on entrepreneurism and gender, sponsored by the Kauffman Foundation, found that there is no conclusive research that gender is a factor in the success of entrepreneurs. If gender differences do exist, they may be a product of differences in education and experience, effective business networks, and access to financing.

Why does it matter whether women become IT innovators? A growing body of research tells us that women's scarcity in innovative professions has potentially negative impacts on innovation itself: an NCWIT study on patenting found that patents created by mixed-gender teams of both men and women are more highly cited, for example; and a recent London Business School report found that work teams comprised of equal numbers of men and women were more likely to experiment, be creative, share knowledge, and fulfill tasks.

Notably, BusinessWeek's cover story, which ranks America's 50 most innovative companies and discusses what sets them apart, quotes Amazon CEO Jeff Bezos as saying that "scarcity can be pretty good at prompting new ideas.

"Constraints" he says, "drive innovation."

That old aphorism about neccessity being the mother of invention does say mother, not father, mind you.  Perhaps as we recognize innovation as the driver of economic growth and competitiveness in a global market, the need for increased technology innovation will give way to increased demand for, and participation by, women.



Tags:
Gender
Innovation
IT Image


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